linkman2004's Forum Posts

  • I'm using gridscrolling. Is there a way to have the camera start in one "room" before the player gets there, then continue gridscrolling with him when he goes through it? The player starts in of the rooms, gets moved offscreen (all of start of layout), then enters very quickly (launched actually) back on screen. It always wants to show the first room he goes through in less than a second, but it works right if his initial start is in that room before he gets moved... It is all being very confusing and looks buggy...

    Also, Debug doesn't work when ACP is used under certain conditions (no idea what they are). I think something might've gone wrong since every 5 minutes it seems like there's something else being weird about it.

    I'd suggest either posting a CAP or sending me one in a PM so I can help you out with the grid scrolling. If not the CAP you're using, then a fresh CAP showing a similar setup.

    About debugging, I have no idea what's going on with that. I honestly don't know if it's a problem on my part or something wrong with Construct.

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  • Whoops, sorry about that. I've edited the post to have the proper link.

  • Parallax? You don't need it for that, just change the scroll speed of your layers.

    I think he's talking about zooming parallax.

    You need to set the zoom rates of your layers. For example, far off layers should have lower zoom rates than closer layers.

  • Did you install the DirectX updates that came with the Construct installer? That's often the cause of problems like this.

  • Enabling "bind to layout" once again disables the scrolling. Is it just me, or is anyone else experiencing problems with the .cap I provided? For some reason it just won't scroll at 200% zoom unless I unbind the scrolling.

    As PixelRebirth brought up it's not taking zoom into account for the layout binding. I know how to fix it, but I won't be able to get around to it for a while.

    In the meantime, you can use uniform size grid scrolling to simulate proper binding. Just set the area size to the size of your window and set it to follow your player object and it should work fine. Also, make sure to keep layout binding off.

  • As a side note though, anyone knows how to disable the unbound scrolling which seems to be applied by default on this version of the Advanced Camera Plugin?

    If you click on the camera object in the object bar while in the layout editor you'll see a "Bind to layout" checkbox in the properties pane on the left. Checking this will disable unbounded scrolling.

    When was version 0.92b released?

    I can't seem to find it anywhere here.

    Here it is.

  • Welcome to all of the new and newish members! I hope you enjoy your time here.

  • Also, you can add and write private variables for SpriteButton, but they cannot be retrieved as expressions... which defeats half the purpose (you can compare them directly using the 'compare value' condition, but cannot involve them in a string operation)

    Dammit, I hadn't even thought to check that. I'll see about fixing that at some point.

  • Moved to 'Open Topic'.

  • I just used a modified version of the example I provided a while back to do what you want:

    Limit Files Shown Thingy

    It's a fairly simple change. Hope this helps.

  • So if you tell something to scale to 100%, it shouldn't do anything?

    Sure, if the sprite is the same size as the base image size. However, if the sprite is smaller than the base image size, it will scale up to the size of the base image.

  • linkman2004. Did you get a chance to look at the CAP I sent you last week?

    My game will not run in WInXP (tested on 6 machines). If i remove your plugin and just use Standard "FOLLOW" it will on on XP computers.

    I got your CAP and I responded to the message, but I haven't actually had a chance to test the CAP since I've been buys with work. I only have one computer with XP and it's currently running an older version of Construct with an older version of the camera plugin, so I haven't been to keen to set it up. I'll take a look at it as soon as possible, though.

  • Why does it scale from original image size rather than sprite size? If someone has a 64x64 image but they set the sprite to 32x32, they always have to remember to scale straight from 50% if they want it to scale from 32x32.

    Not the way the behavior works. When you initiate a scale the behavior figures out what the current scale value is and scales up from that, so it doesn't matter what size the sprite is, it will always scale up from the proper size.

  • Thanks, guys.

    The two scale over time actions was an accident. One of those is supposed to say "Set interpolation".

    As for stacking behaviors, as you point out it's not currently possible, but I'll try to throw in support for that. And about the scaling from the base image size, I really don't want to change from that. Perhaps make I could make your suggestion an optional feature, but I feel it works fine as is. I'll see what I can do, though.